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Rakle

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8 hours ago, Starhawk said:

You could look on Roll20. :)

 

I will, tonight. I don't have access at work (they don't block MW for some reason, but GitP and Roll20 are blocked).

I actually had forgotten we had a Roll20, as it's been a while since I was on the site. Hence my question.

Edited by farothel (see edit history)
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On 3/22/2024 at 4:24 AM, paladinred said:

If she has seen undead then why hasn't Ilyrana?

Ilyrana is using deathwatch which works on perceived creatures. Malciar is using undeath Sense which works like detect undead. Detect undead can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

The interior stone walls are over 1 foot thick but the wooden doors aren't 3 feet thick.

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16 minutes ago, Steel Warrior said:

Not sure if it matters throwing Bombs follow the splash weapon rules and are ranged touch attacks. Unless the vampires touch AC is better than 23.

You have a -4 to attack rolls for throwing into melee without precise strike. They have +4 to AC for soft cover from your party members.

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@Rakle Is the front door closed?

Would Vergren see the windows here (at what I ooc know is the front office) are closer to ground level and without bars, compared to the ones he was just at? Ie, could he crash through one to get to the fight faster?

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Posted (edited)
2 hours ago, Kistler said:

@Rakle Is the front door closed?

Would Vergren see the windows here (at what I ooc know is the front office) are closer to ground level and without bars, compared to the ones he was just at? Ie, could he crash through one to get to the fight faster?

All of the windows are barred. The place is a former naval military prison that was sold off to the private sector when the Navy no longer wanted it.

The front windows are lower than the side ones....

Edited by Rakle (see edit history)
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The front door wasn't fully closed. Just consider it difficult terrain (10' of movement) for that one square since you would have to shoulder the door open.

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A reminder about Hero point usage. A highlighted in red a couple of useful ones that are often overlooked.

 

Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.

Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.

Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.

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I'm going to hold off posting until we see the results of Ilyrana's saves - debating between a healing fireball & a damaging fireball, but can't cast the damaging fireball without catching her in the range, which is less than ideal if she succeeds.

That said, if Ilyrana fails, and Paladinred wants to keep going with her, Malciar can craft a Salve of the Second Chance relatively quickly, or we can try to source a Raise Dead.

Edited by dhemon (see edit history)
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